F1 2012

The first project we worked on at Studio Gobo was Formula One 2012 for Codemasters Racing. This was a great year spent working on a really diverse range of stuff. One of the biggest pieces of work was a collaboration with their internal UI and presentation teams on a number of very graphics heavy design pieces ranging from front end background work to glossy pre-rendered team logo and trophy movies.

Here are some concept renders for the front end screens. I handled all the modelling, lighting and rendering with post work from the studio Art Director Paul Ayliffe. I used 3D Studio Max 2012/13 and Mental Ray for the base renders.

We referred to this environment as the "Tech Center" - its inspired by the McLaren offices in the UK.

Tech Center again.

Different team, same environment.

Going all Dutch

Wind tunnel theme.

Wind tunnel side on.

This space we called the Atrium. The look here was something akin to a game-show podium.

The following is a montage of still frames from one of the team logo renders - Ferrari. Again, this was all Max and Mental Ray. We had to keep these renders clean so what you see is the un-edited output from Max.

3 frames from the Ferrari team logo render. No post work.

And here are the look dev renders for the driver and constructors' trophies. We had to omit the teams from the constructors trophy (I cant remember why) hence the little checker placeholders on the badges - which the actual physical trophy has. The signatures on the driver trophy are all fake as we couldn't use the actual drivers' for legal reasons. These were both modelled from little to no available reference and turned out to be pretty accurate. Again Max to model, surface and render

Drivers trophy 2012.

Constructors trophy 2012.

I also had to work on re-creating the digital version of one of the test driver helmets. Garry Paffet. The texture work was done from photo reference of the physical counterpart using ZBrush. The following image is a viewport capture from Max.